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Re: Shade-C Demo
[Re: HeelX]
#356523
02/02/11 16:37
02/02/11 16:37
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Joined: Aug 2009
Posts: 1,438 Spain
painkiller
Serious User
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Serious User
Joined: Aug 2009
Posts: 1,438
Spain
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I get 110 fps at 720x480 in my HD3650
3D Gamestudio A8 Pro AMD FX 8350 4.00 Ghz 16GB RAM Gigabyte GeForce GTX 960 4GB
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Re: Shade-C Demo
[Re: rojart]
#356555
02/02/11 18:42
02/02/11 18:42
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Joined: Nov 2004
Posts: 7,121 Potsdam, Brandenburg, Germany
Machinery_Frank
Senior Expert
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Senior Expert
Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
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I like it. Everything looks so much better with good lighting and shadows, even when shadows are not perfect, it is a thousand times better than a flat unlit scene.
But I wonder about a different issue: Like with all the other Gamestudio demos I tested, I see this jerky, stuttering camera movement. When I use the mouse to look around then it is not smooth. It does not move evenly. But if you play a commercial game then most of the time the movement is very smooth and evenly distributed. Why is this the case?
Models, Textures and Games from Dexsoft
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Re: Shade-C Demo
[Re: Hummel]
#356936
02/04/11 19:10
02/04/11 19:10
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Joined: Dec 2009
Posts: 217 Italy
PietroNifosi
Member
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Member
Joined: Dec 2009
Posts: 217
Italy
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Okie dokei I've updated my directX on windows7.. and it works just fine, frame rate is ok but as the others have suggested, those shadows need to be improved with a blur effect or something.
Last edited by PietroNifosi; 02/04/11 19:11.
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Re: Shade-C Demo
[Re: PietroNifosi]
#359262
02/16/11 15:17
02/16/11 15:17
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Joined: Jun 2004
Posts: 655 to your left
BoH_Havoc
OP
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OP
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Joined: Jun 2004
Posts: 655
to your left
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(I could swear there was a new post by PietroNifosi...but somehow it vanished. Or did i imagined it oO) Alright, feature wise the next beta is ready. I'm now updating the manual and then testers get their version. Some fresh shots: All lighting is fully dynamic. No lightmaps are used (they are supported though and should be used for performance reasons). Rightclick and open pictures in new tab for full-res. Interior, powered by dexsoft stuff My ugly terrain test + funny looking ocean shader. Now supports unlimited textures and normalmaps. I hope unlimited is enough for you darkinferno Performancewise it's a disaster to support unlimited textures though, so use as less textures as possible. About the performance question: I can't say for sure, but in most of my tests, fps halfed when using all shade-c effects and a decent amount of lights. So if your game already runs at 60 fps, full useage of shade-c might not be the best option. But again, i haven't tested with a real game, except out inhouse game CSiS, which is a space sim, and therefore quite different from your "regular" 1st/3rd person game with "closed" levels and a solid ground. Hopefully betatesters will be able to give more info on performance once they integrated the new version into their games.
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Re: Shade-C Demo
[Re: BoH_Havoc]
#359266
02/16/11 15:31
02/16/11 15:31
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Joined: May 2009
Posts: 1,816 at my pc (duh)
darkinferno
Serious User
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Serious User
Joined: May 2009
Posts: 1,816
at my pc (duh)
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YES YES YES MARRY MEEEEE, dude, i swear, my games would NEVER be even CLOSE to being created the way i wanted if it werent for you and i look forward to using your tech PROUDLY to power our games, as a matter of fact Havoc, i should be sending you a beta of my own REAL REAL soon of our third Person shooter and if i get these shaders? we're proud of what we have so far and cant wait to implement these, seems we may be able to restart our FPS also since this is what it was waiting on.. loving the water shader, was truly needed, the reason why i sticked to one of your older terrain shaders was because of the global normal mapping, which i loved, idk if you tossed that idea, though i guess if i get the ability to use GS shadow maps then its fine.. what i like about shadeC is that its not just one effect, one great shader cant make a scene look good and a game is a scene. not an object, so its how all shaders, ppfx and mdlFx come together and thats where shadeC stands out looking forward to testing man and goodluck with the millions of suggestions or tweaks you'll get from testers[me ] oh, theres also alot of subtle shaders being used in the screenshots that i want to point out, in case most wont notice them, as said, a good scene isnt about how one thing stands out, but how it all works together, so i think am seeing [feel free to correct me havoc]: - refraction shader at the vents ? - luminance mapping used for the lights ? - dynamic lights? dynamic shadows? Ambient Occlusion ? - environment mapping ? [noticed it on estinguishers] - velvety effect on character skin ? - and ofcourse hdr and dof ? am seeing some grains in the walls, i would love to assume its detail mapping but i assume its just a part of the texture right ? one question though, you didnt happen to get your volumetric fog working for shapes other than spheres did you ?
Last edited by darkinferno; 02/16/11 15:49. Reason: found more reasons to praise
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